Crypt Cleanser
Posts: 689
Joined: Saturday, 12th December 2015, 23:54
Riposte: the post
A) How riposte works, probably excluding some edge cases.
Riposte activates on 1/3 of the melee attacks that you dodge, if you haven't already riposted in this turn; if a monster (say, an eight headed hydra) gets multiple attacks per turn and misses you multiple times you can't get more than one riposte, but you can riposte multiple times in between your turn if something faster than you (say, a shrike) gets two turns and misses you in melee at least once on both. You can't riposte retaliation attacks, nor can you riposte ranged attacks or spells even if they were used in melee range. Riposte triggers your aux attacks so it's functionally the same as getting to tab something an extra time in most cases. Riposte does not chop hydra heads, but can trigger *rage and send you berserk. Because blocking is checked before dodging, riposte triggers less if you have SH.
B) Why the evasion melee build isn't good.
The amount of damage that you get from riposte is not as high as you'd think, but more importantly it does not scale very well with EV. To calculate the amount of damage riposte gives us relative to tabbing something, we can use the formula [chance the monster misses * 1/3 * (our weapon delay/monster's attack delay)]. You can find out how likely a monster is to hit you by running fsim. Let's use stone giants as an example, assuming that we're using a sword at mindelay of 0.7 and no shield:
With a low evasion (10EV) character, the stone giant hits 77% of the time. Riposte will activate 7.6% (0.23*0.33) of the time we get attacked, but since we are tabbing at 0.7 and the stone giant only attacks every 1.0 turns we are only getting an extra 5.3% (7.6*0.7/1.0) damage from riposte.
With a high evasion (30EV) character, the stone giant hits 34% of the time. By the same formula as before, riposte activates about 22% of the time we are attacked but we only get about 15% extra damage beyond what we get from tabbing things.
So the net effect of adding TWENTY EV to our character is a ~10% increase in damage against a stone giant. This is an incredibly lousy return. Note that 10 EV is quite low even for a character in plate by the time vaults comes around, and 30 EV is often going to be hard to reach, and the damage increase is even smaller if you compare 20 EV against 40. You aren't adding 20 EV by training just a bit more dodging or by putting your stats in dex, and you are probably compromising your AC or your skilling or both to get close to that much. The stuff you sacrifice to go "all in on evasion" or whatever is pretty much always better than the additional damage you get from riposte.
Considering a more realistic example, suppose I can go from 25 EV to 28 EV at minimal expense. Under the same assumptions as before, I am going to get about 1.7% more damage against a stone giant from my additional ripostes. This is less damage than you get from a single point of strength. Increasing my EV may still be worthwhile on other grounds, but the damage scaling from riposte is tiny in any halfway realistic scenario.
C) RIPOSTE SUCKS won the last dieselrobin and here's why.
- Riposte does not significantly change your strategy. The evasion melee build is bad. Realistically, you're choosing the weapon you have a good apt in or whatever powerful thing you find early and not basing your decision on your body armor.Longblades happen to outdamage maces for most reasonable values of EV against most enemies for most of the game, so they are often the better choice even on the "high AC, low EV" character. I am a little unsure about how much this damage difference is; my feeling is that it's not significant but actually calculating the exact longblade damage for non-trivial cases is a nightmare (more on this later).
- Riposte does not significantly change your tactics, and where it does it overlaps heavily with cleave, which has the same effect of letting you damage a bunch of stuff that's surrounding you but is better at doing it. There don't need to be two different cleaves in the game.
- There is almost no way to know that riposte damage scaling is bad unless you understand how evasion and monster accuracy work in crawl. Riposte misleads players into making very bad strategic decisions because they don't understand this, and I can't really blame them because crawl accuracy formulas are really opaque. By extension, this makes riposte damage really opaque; it's hard enough to tell how much damage you do with a mace, with a longblade it's just about impossible.
- To follow up on the previous point, riposte damage is affected by a whole lot of other mechanics. Most of these make little to no difference in practice, but they could matter if you hypothetically buffed the riposte rate and dropped the base damage to make EV scaling matter more. Against a single monster, riposte damage is affected by:
- How fast the monster is (affects how many rounds of attacks it will get). This is visible and is fine.
- How many attacks the monster has (you can't riposte more than one, but it has a greater chance to miss at least once and if you don't riposte its first miss you can still riposte a later one). This is visible and is fine.
- Monster HD (affects accuracy). This is opaque.
- Whether the monster has the fighter flag (affects accuracy). This is opaque.
- How often the monster casts spells. This isn't even available on the learndb, as far as I know. For every monster that has spells and also has a melee attack, the chance that it will do something that you can riposte depends on numbers that you have to dive the code to get. If riposte damage scaling was big enough to matter, this would be incredibly bad.
- The accuracy of the monster's weapon, if it has one. This is visible, and it's so small that I doubt it would ever matter in practice.
- The flavor sucks. Why can't I riposte with a 27 skill rapier, but I can riposte just fine with a zero skill triple sword?
e: longblades don't outdamage maces anymore after the nerfs.